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Author Topic: The NEW Future of the Fortress  (Read 353868 times)

Neonivek

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Re: The NEW Future of the Fortress
« Reply #1065 on: December 18, 2008, 03:42:56 pm »

Quote
Also, joules are a unit of energy, not temperature -- DF takes specific heat into account so they aren't the same

Joules can be used as a measurement of temperature... but I guess I mixed up and meant Kevlin where 0 is absolute 0

Ugh where did my spelling go... Kalvin? hmm I guess I don't know the spelling... but you know what I mean
« Last Edit: December 18, 2008, 03:55:46 pm by Neonivek »
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Tormy

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Re: The NEW Future of the Fortress
« Reply #1066 on: December 18, 2008, 03:52:10 pm »

Derailing from body designations a bit, who's excited about entity pets? If this is the controlling code for goblins with trolls and/or selective pack animals, some interesting combinations could occur. Spider-riders, anyone?

Erm...Where did you read this? You mean that we will be able to specify various entities and "give those" to specific races? Like you mod in a war troll for the goblins, and the gobbos will use those in their armies? This is what you meant? It would be awesome to have something like that, but I don't see this information anywhere..

I think the misunderstanding is what exactly what an "entity" is. An entity is a civ. This is different from a unit, which is a creature. You can't set a member of an entity as a pet, but you can say that a specific entity will have specific pets.

Ah....haha, I always thought that entities = creatures.   :-X

Derailing from body designations a bit, who's excited about entity pets? If this is the controlling code for goblins with trolls and/or selective pack animals, some interesting combinations could occur. Spider-riders, anyone?

Erm...Where did you read this? You mean that we will be able to specify various entities and "give those" to specific races? Like you mod in a war troll for the goblins, and the gobbos will use those in their armies? This is what you meant? It would be awesome to have something like that, but I don't see this information anywhere..

I think the misunderstanding is what exactly what an "entity" is. An entity is a civ. This is different from a unit, which is a creature. You can't set a member of an entity as a pet, but you can say that a specific entity will have specific pets.

Yes, this is what I inferred from Toady's notes; hence my enthusiasm to see its implementation. And if it DOES control the use of war animals, there's worlds of hurt to be explored... goblins with dragons, anyone?

I agree, this would be awesome.   8)
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Footkerchief

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Re: The NEW Future of the Fortress
« Reply #1067 on: December 18, 2008, 03:55:04 pm »

The 15th:
Quote
...next to the wagon with the equipment that immediately explodes into clouds of boiling bronze while the dwarves flash between the dwarf and bar symbol wearing no-material clothes...

The very next day:
Quote
I fixed all the bugs I mentioned from last time.

Toady either has nothing else to do or else he is a coding god.

He does in a fairly literal sense have nothing else to do, as in, it's his job.
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Neonivek

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Re: The NEW Future of the Fortress
« Reply #1068 on: December 18, 2008, 03:57:36 pm »

He also has a very fickle fanbase who actually gives him less money if his updates are not all that exciting... Of a difference of hundreds of dollars!!!

Toady is surprisingly honest compared that lying his butt off would ensure he gets more money each month... I hope I didn't give him any ideas.
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Granite26

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Re: The NEW Future of the Fortress
« Reply #1069 on: December 18, 2008, 04:02:29 pm »

Quote
Also, joules are a unit of energy, not temperature -- DF takes specific heat into account so they aren't the same

Joules can be used as a measurement of temperature... but I guess I mixed up and meant Kevlin where 0 is absolute 0

Ugh where did my spelling go... Kalvin? hmm I guess I don't know the spelling... but you know what I mean

Kelvin...  Oh, and for the non-physicist minded:  Absolute Zero

PTTG??

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Re: The NEW Future of the Fortress
« Reply #1070 on: December 18, 2008, 04:46:31 pm »

A question about descriptions: Will clothing prevent adventurers from seeing information about appearances? Say, if a goblin is wearing a mask, will it say, "the goblin has brown, bloodshot eyes, and pointed teeth." Instead of "the goblin has brown, bloodshot eyes, a long, hooked nose, a scar on the left cheek, and pointed teeth."

This would be important, for instance, if someone had a cultist's tattoo hidden under robes.
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umiman

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Re: The NEW Future of the Fortress
« Reply #1071 on: December 18, 2008, 05:09:30 pm »

The problem with lying your butt off is that unless you fulfill those lies, you're going to be worse off than when you began.

Footkerchief

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Re: The NEW Future of the Fortress
« Reply #1072 on: December 18, 2008, 05:19:48 pm »

A question about descriptions: Will clothing prevent adventurers from seeing information about appearances? Say, if a goblin is wearing a mask, will it say, "the goblin has brown, bloodshot eyes, and pointed teeth." Instead of "the goblin has brown, bloodshot eyes, a long, hooked nose, a scar on the left cheek, and pointed teeth."

This would be important, for instance, if someone had a cultist's tattoo hidden under robes.

That's a really good point.  The game already seems to know precisely which areas of the body are covered by given items of clothing, at least for the current body system, so it might not be too hard. 
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Topace3k

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Re: The NEW Future of the Fortress
« Reply #1073 on: December 18, 2008, 05:46:50 pm »

He also has a very fickle fanbase who actually gives him less money if his updates are not all that exciting... Of a difference of hundreds of dollars!!!

Toady is surprisingly honest compared that lying his butt off would ensure he gets more money each month... I hope I didn't give him any ideas.

Dwarf Fortress means more to him than any amount of cash, so I don't think you need to worry.

Question for Toady:  I imagine the modifications being made are going to affect megabeast properties quite a bit, probably making them much more terrifying.  Are you going to fine-tune the megabeasts' fortress attacks at all this patch?  Dragons that swoop in over defenses and bronze colossi that shrug off traps and smash cages would be the ultimate finale to improved military matters, and would go far in making losing fun again.
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Neonivek

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Re: The NEW Future of the Fortress
« Reply #1074 on: December 18, 2008, 07:27:05 pm »

Another question to toady

Will size take into account the relative size of the opponent.

For example it is unlikely that a Hamster will be able to hit the back of a dragon from the ground... but something even larger (or rather taller) then the dragon would find it harder to hit lets say its belly
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Tormy

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Re: The NEW Future of the Fortress
« Reply #1075 on: December 18, 2008, 07:44:41 pm »

Another question to toady

Will size take into account the relative size of the opponent.

For example it is unlikely that a Hamster will be able to hit the back of a dragon from the ground... but something even larger (or rather taller) then the dragon would find it harder to hit lets say its belly

Let's hope so. It would be realistic like that. We've talked about this in the combat topic [suggestions]...perhaps this feature will have to wait 'til the combat arc.
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Toady One

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Re: The NEW Future of the Fortress
« Reply #1076 on: December 18, 2008, 09:07:47 pm »

Hrm, I just typed up a response and firefox loaded for a second and the whole thing disappeared.  That sort of sucks.

To quickly recap, if magmamen then gaseous should be possible to.  Not enough independent visual information for true no-material ethereal parts but materialless tissues suffice for the purpose for now.  Entity pets not interesting -- for all slow countdown stuff, the most boring reading tends to be correct as I was just updating broken stuff after mat/caste changes to raws.  Full coverage clothing might restrict descriptions, but not enough info on item right now to do specific blockages on a given bp and I'm not sure which way I want to take items so probably no additions that way for now.  I'm not adding new properties for megabeasts aside from materials, so that will likely be the only impact.  The original reaction to "cage escapes" was a misreading of an ambiguity that left "vermin" off, as vermin can already escape and bore in to barrels in the current version (it just needed to be updated, per above), but I might do cage escapes so that misreaders don't feel too disappointed and it's not that difficult.  No swooping.  Not doing anything with relative sizes vs. location, as the game doesn't have any relevant information (positions refers to bps within bps to combat weird organ strikes, not overall location...  that is sort of nebulous in any case, as creatures move their bps around, but I'll do something with it during the combat arc).
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G-Flex

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Re: The NEW Future of the Fortress
« Reply #1077 on: December 19, 2008, 08:48:32 am »

Quote
Also, joules are a unit of energy, not temperature -- DF takes specific heat into account so they aren't the same

Joules can be used as a measurement of temperature... but I guess I mixed up and meant Kevlin where 0 is absolute 0

Ugh where did my spelling go... Kalvin? hmm I guess I don't know the spelling... but you know what I mean

No, joules cannot be a measurement of temperature. They're a measurement of heat/energy/work, which is RELATED to temperature. The units and scales are completely different. You could measure temperature in some compound unit which has joules in it, but that's about it.
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Neonivek

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Re: The NEW Future of the Fortress
« Reply #1078 on: December 19, 2008, 09:01:39 am »

Alright you are obviously using very specific terminology there...
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LumenPlacidum

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Re: The NEW Future of the Fortress
« Reply #1079 on: December 19, 2008, 09:34:01 am »

He gave us sample raws!  What a holiday gift!  Time to inspect them...

Edit: Holy crap, the materials definitions are HUGE now.

The [STRUCTURAL] tag found in the tissue templates, is this a critical one to have on every creature?  Does it just mean that these tissues can be broken with damage?

With regards to the [BODY_APPEARANCE_MODIFIER:...] tags, the list of numbers at the end partitions the possible values into equally-probable ranges?  So, if I make 80:90:91, then the total domain of possibility is 80-91, but it's more likely to get a value between 90-91 than between 80-81?

Will a dwarf's preference for colors as already exists affect how much they like other dwarfs if those dwarfs have eye/hair/skin colors that match?

...was the [MAX_EDGE] tag in metals definitions before?

Also, since material strengths are so much more detailed now, it might make sense to make smelting alloys dependent somewhat on skill.  Since the qualities of steel are based on the ratio of iron to carbon in the metal, mostly, it could vary.  Poorly-made steel is actually cast iron, which is more brittle than iron or steel, and these differences are now possible to model due to the individualized forms of strength.
« Last Edit: December 19, 2008, 10:01:36 am by LumenPlacidum »
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